Other stuff.

January 1998 -- Added silly old sources: Various mudbits, and the goofy BBS experimentation junk.
January 1998 -- Created page.

I've written a lot of stuff over the years; a lot of generic utilities, libraries for this or that, and various pieces of software. I'll deposit some of it here, so I can get at it easy when abroad, and for anyone else who wants to see some of the junk that I spew out when in a real hurry on the train :P


BBS Espress basic alpha alpha experiment Years ago I used to run a BBS; a fairly "successful" one at that, for at its peek it was one of the most popular ones in the area, featuring FIDOnet email and "message base" traffic (using transport and reader/writer software by yours truly), and was one of the official support BBS's for _BBS! Express ST_, the BBS package I used. It was heavily modified and extended. All running under an Atari ST... originally upon a single sided floppy, eventually two two floppies (one double sided),and finally upon a 30MB then 60MB hard disk.
The BBS! Espresso project is a spare time hack (like most of my personal work, since I do it on trains or in whatever spare time I can dredge up in my busy life) to immitate the old days of BBSdome. A few mighty BBSes are still available on the Net, run by people with an extra old PC and some spare cash for a full time connection. But I'll forever miss the days of my ST and my old BBS.... line noise on my courier 9600HST modem, shit-F10'ing people to kick them off, etc. I aim to immittate these features, in portable source code, so that peopel can remember BBSes and some of the original (read: shitty!) games forever!
Not very useful, yet.

LegacyMUD; 4th messy incarnation
LegacyMUD was a *very* ambitious project -- (1) All MUDs are ambitius projects, since they have such large requirements (very fast database, heavy stress daemons, etc etc). and (2) Legacy was to be in a full truly 3D world (which no MUD had ever done before), and (3) Legacy was too be all new -- clean property driven approach, programming mobs, etc etc.
I wrote several revisions of Legacy over the college years; the first shot was in later 1994 and was soon halted. My main body of work went in 1995, and spread into 1996, and was again dropped. I picked it up again nearing 1997 and again (this time finally) dropped it early 1997.
Legacy4 was the most fun (or second most fun, perhaps), since it was written wholly from scratch, in hurry, while staying up waaaay too late most of the time. My other favourite one used a number of ideas from others, but was much closer to completion than this beast. This one is in a nonuseful state, as (I recall) the last few modifications I did were moving it from PostGres95 to plain binary databases.. and I never finished the move, so it can't read jack-all. Further, without a good database, it's useless. I believe I had to manually insert the first room and player, so I could grant him god status to create the rest. So it might well be useless. But it was cool.
LegacyMUD; 4th incarnations world Not uploaded yet. This was a complicated little map of the area in and around the capitol city of my planet/shard "Mira". Hope I didn't lose it from the database due to disuse... Legacy4 supported dynamicly loaded objects (rooms, items, mobs, whatever), rooms generated from templates so they didn't need to be explicitly created, object registrars and stalkers, etc.
LegacyMUD; 1st incarnations world The world files I defined in "LPC" for legacy1. The "code" for the rooms is a dialect of LPC I whipped up based on the LPC sources from the "MUDOS" project. It was C-like language, with all kinds of built in features. I like to dig it up once in awhile. "Domains" were in-production zones, and "realms" were experimental in-building zones. Check out Mira, in the capitol city of Galen.